Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Thanks nate066 for the suggestion. I agree that having a different way to set the jiggle target without necessarily using a node would be good. I’ll look at Blender’s wiggle bones as reference.


I’ll add it to the TODO list for the next version 👍

(+1)

Alright, this feature is now implemented and will be part of the next release.

Implementing this helped me see a different bug that I need to fix as well: The velocity of jiggle joints down the chain is being applied too strongly, causing too much jiggle. This is similar to an issue I had on the physics joint, though in this case the solution will need to be different. I've done some testing and am narrowing down on the solution, so hopefully it a fix will not take too long.

Wow, that was fast